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Enigma's Second and Third Tower and finding the Penguin
Batman: Arkham Origins

Enigma's Second and Third Tower and finding the Penguin

Guide Batman: Arkham Origins players through Enigma's Second and Third Towers, and how to track down the Penguin's radio signal. Includes combat and stealth tips.

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Guide Batman: Arkham Origins players through Enigma's Second and Third Towers, and how to track down the Penguin's radio signal. Includes combat and stealth tips.

Alright, let's get this done. After the scene wraps up, you'll want to head straight for the new Bat Signal. It's hovering right above the nearest Enigma tower. When you get there, you'll find seven thugs waiting for you, three of them armed with pipes or bats. Take them down, and you'll notice a hole in the fence that's electrified. To get through, you'll need to use your Remote Control Batarang. Guide it into the electric charge and then through the hole.

Once that's done, steer the electrified Batarang into the fuse box on the other side to unlock the door. If you're not sure how, just stand still for a moment; Batman will give you a hint. Head through the newly unlocked door and hack the tower. This will activate another Batwing fast travel point and trigger another chat with Enigma. The password for this one is 'keepout'. More importantly, you'll now be able to pinpoint two sources of the Penguin's radio signal. Your next job is to find both of them, which will finally lead you to the Penguin himself.

The first network is located in the Amusement Mile, in the northeast corner of the city. Make your way there (look for the Bat Signal). Once you arrive, you'll see five unarmed bad guys on a roof. Take them all out, then approach the laptop sitting in the center of some boxes. You'll automatically pull out your cryptographic sequencer and tune into a new frequency. This lets you hear the Penguin's voice for the first time – he sounds quite... pleasant. You'll now have the location of the second Comm port, which is due south of your current position in the Industrial District. Head there, but be careful not to approach the roof directly, as the enemies guarding it are all armed.

There are only three enemies here, so listen to their conversation for a bit. One of them will wander off alone. Sneak up behind him and take him out silently. Repeat this with the other two until they're all dealt with. Once everyone is down, go to the last laptop to find out where the Penguin is. But before we go confront him, there's one more thing we need to do.

About halfway between the Penguin's ship and your current location is Enigma's Third Tower. It's in the Industrial District, so find it on your map and set a waypoint using the Triangle button. When you get to the tower, you'll see seven unarmed enemies near the locked door. Beat them all up, but watch out for the gun rack on the battlefield – if you run into the fence during combat, you'll get a nasty shock. After you've dealt with the thugs, go to the large box on the left side of the tower platform and destroy it. You'll notice the door is still locked, but don't worry. There's another box you need to break first. Face the exact opposite direction of the box you just destroyed (face the right edge or far north if looking at the compass). Then, walk off the tower platform on the side farthest from the box (the far right/north side) and land on the street below. Here, you'll find about five more enemies and another one of those boxes. Beat up these enemies and destroy this second box. Now, the tower door should be unlocked. Grapple back up to the tower, go inside, and open the door by rapidly tapping X. Inside, hack the third tower – the password is 'AREYOUKIDDING'. Now you'll have access to three Fast Travel points and can have another chat with Enigma. With that out of the way, let's get back to the Penguin.

Now that you know where he is, start making your way to his ship, located in the Amusement Mile. When you get close, grapple onto the large mast of the ship, right behind the sniper. This is a makeshift predator encounter: there are two snipers and a large number of armed enemies. Silently take out the sniper on the top mast where you are. Then, glide onto the large crate suspended above the second sniper. From here, you're in a perfect position to sneak up behind him and perform a silent takedown. With both snipers down, take out the rest of the armed thugs using any combination of silent, ledge, or corner takedowns – whatever you prefer. Just be careful; if you die, you'll have to start all over again from the point where you picked up the second radio frequency. Once everyone is dealt with, enter the ship's door and prepare to meet the Penguin.

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